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Technic League Captain

Technic League Captain CR 9

Source Pathfinder #89: Palace of Fallen Stars pg. 33
XP 6,400
Human wizard 6/technomancer 4
CE Medium humanoid (human)
Init +2; Senses Perception +12

Defense

AC 21, touch 13, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, +4 shield)
hp 73 (10d6+36)
Fort +5, Ref +5, Will +6

Offense

Speed 30 ft., fly 40 ft. (good)
Melee mwk dagger +6 (1d4/19-20)
Ranged +1 stun gun +8 (1d8+1 nonlethal)
Special Attacks hand of the apprentice (7/day)
Wizard Spells Prepared (CL 10th; concentration +14)
5th—overland flight, telekinesis (DC 19)
4th—charm monster (DC 18), dimension door, fear (DC 18), locate creature
3rd—discharge, dispel magic, lightning bolt (DC 17), locate object, suggestion (DC 17)
2nd—knock, make whole, mirror image, scorching ray, whispering wind
1st—mage armor, magic missile (2), shield, unseen servant
0 (at will)—arcane mark, detect magic, light, message

Tactics

Before Combat A Technic League captain casts mage armor, shield, and overland flight before entering combat.
During Combat The captain prefers to use a stun gun or ranged spells in combat, allowing any minions at hand to keep foes engaged in melee.
Morale A Technic League captain flees if reduced to 20 hit points or fewer—whether or not the captain resurfaces later is up to you, but this adventure assumes that captains who escape don’t return to further vex the PCs.

Statistics

Str 10, Dex 14, Con 14, Int 18, Wis 8, Cha 12
Base Atk +5; CMB +5; CMD 18
Feats Arcane Strike, Craft Magic Arms and Armor, Craft Technological Arms and Armor, Craft Technological Item, Exotic Weapon Proficiency (firearms), Scribe Scroll, Skill Focus (Knowledge [engineering]), Technologist, Toughness
Skills Craft (mechanical) +15 (+19 with technology), Disable Device +15 (+19 with technology), Fly +10, Intimidate +13, Knowledge (arcana) +17, Knowledge (engineering) +23 (+27 with technology), Knowledge (geography) +17, Linguistics +8 (+12 with technology), Perception +12, Spellcraft +17
Languages Androffan, Aklo, Common, Draconic, Hallit, Infernal, Orc
SQ arcane battery, arcane bond (amulet [Technic League badge]), efficient construction, recondition (brown nanite hypogun, commset), recycle technology, study technology, technic spell mastery (discharge), technical expertise
Combat Gear scroll of discharge, scroll of lightning bolt (CL 9th), scrolls of technomancy (4), hemochem (grade III, 2 doses), soft grenades (2), torpinal (3 doses); Other Gear +1 stun gun, mwk dagger, ring of protection +1, batteries (4), green access card, timeworn brown nanite hypogun, timeworn commset, Technic League badge worth 50 gp

There is no description for this NPC.